A review of “Complete Arcane”
Discussions about the Warlock from the “Complete Arcane” prompted decision to by the book. There was much wailing and gnashing of teeth about how overpowered the new base class was. So I went out and got my fourth 3.5 “splat” book. (The others being the Book of Exalted Deeds, Races of Stone, and Miniatures handbook.)
Overall, the book is basically an expanded and updated version of “Tome and Blood” the 3.0 arcane splat book. The major expanded portions are:
- Addition of three base classes: Warmage (from Miniatures Handbook), Wu Jen (from Oriental Adventures), and Warlock (new to this book).
- The prestige classes not found in “Blood and Tome” are the:
- Argent savant (force spell focus)
- Effigy master (newish type of construct specialist)
- Enlightened fist (magical monk)
- Geometer (glyphs and sigils)
- Green Star adept (outsider progression)
- Initiate of the Sevenfold Veil (abjurations and prismatic spells)
- Master transmogrifist (Better at fighting polymorphed)
- Seeker of the song (powerful song abilities, no new spells)
- Sublime chord (lesser bardic songs, more spells)
- Suel arcanamach (Sorcerer multi-class for non-casters?)
- Wild Mage (uses wild magic)
- Lots of feats from all sorts of different sources. Many from Tome and Blood, but a fair number were also seen in the Miniatures Handbook, and Book of Exalted Deeds and I’m sure most have come from someplace else. Most notable are the Draconic feats for sorcerers (some of which are very powerful) and a few powerful if very limited meta-magic feats.
- A number of new spells, mostly from Tome and Blood and (I assume) Oriental Adventures).
- A few new magic items and creatures.
Base classes
There were a number of comments about how over-powering a Warlock is. After looking over the class, I really don’t see it. The basic theme of the class is that he has a number of use-at-will abilities, including a blast attack (Eldritch Blast) that is a ranged touch attack that does (level/2)d6 damage with a 60’ range, the ability to detect magic at will, fairly minor damage reduction (maxing out at 5/cold iron at 19th level), a few other minor abilities, and the ability to choose from a set of invocations. The invocations are ranked as “Least, Lesser, Greater and Dark”. They either allow casting of a spell at will (such as invisibility on self only), or modify his Eldritch Blast ability.
What you end up with in the Warlock is a pretty good blaster who has a number of fairly specialized abilities. The biggest thing is that none of the Warlock’s abilities are limited in use in any real way at all. If he can fly, he can always fly. If he can cast foresight, he can cast foresight every round of the whole day. While all of this may sound overpowering, let’s look at a sample character, say a 7th level Warlock. This can toss a 4d6 blast every round, detect magic at will, has 2/cold iron damage reduction and has a BAB of +5. He knows 3 “least” invocations and 1 “lesser” invocation. I’d probably take Eldritch Spear (range of Eldritch blast goes to 250’), Beshadowed Blast (Eldritch Blast makes target shaken for 1 round if fails Will save), See the Unseen (see invisibility as the spell and dark vision, always on) and Fell Flight (as fly spell). While this is pretty good, and could be very powerful (say flying above opponents at 250’ and dropping Eldritch blasts until forever), you lack flexibility and the ability to drop a lot of pain in a short period of time.
Warlocks will be hugely powerful in a game where the party is constantly running out of spells. If you have more than the standard number of encounters per day, this class will shine. If you have fewer, or if you typically have time to prepare for an encounter you will suffer. On the whole, I think I’d prefer a well designed sorcerer, wizard, or druid to the Warlock in a party. He really can’t do enough of the standard arcane caster stuff to fill the arcane caster slot in the party. If the party was of size 6 or 7, the Warlock could be a very useful addition to the party as he has different strengths than other party members. I think the Warlock would make a great henchman. The constant blasts (which usually hit) could be a very effective “extra” for a party.
The Warmage is a sorcerer with an (almost) fixed spells known list, all of which are focused on blowing things up. While he does have access to some non-blasting magic (true strike, fire trap, continual flame, fire shield, gust of wind, wall of fire, fire shield (mass) blade barrier, Tenser’s transformation and Earthquake are the only spells that aren’t blasting spells) and can add a handful of evocation spells to his spell list (total of 4 at 16th level), the Warmage pretty much is another blaster. His spells per-day looks like the sorcerer’s. He also has a d6 HD, a mage’s BAB and saves, and can cast spells in light armor (medium as of level 8). Finally, he picks up some special 1/day on-the-fly meta-magic abilities as well as getting to add his intelligence bonus to the damage of most of his spells. For my money, the Warmage is a better blaster than the Warlock, but also suffers from overspecialization.
The Wu Jen is basically a variant Wizard. The character is much less of a direct-damage character, and instead generally has abilities and spells that are much more subtle. Some of the spells seem utterly useless. For example, Iron Scarf is a 1st level spell that does d8 damage +1 per caster level (max 5) and requires a touch attack. After 3rd level a magic missile (also on the Wu Jen spell list) will do nearly as much damage without the attack roll. None-the-less, the Wu Jen seems to be fairly balanced and certainly seems to have a lot more role-playing related goodness (taboos and wacky spells plus the spell secrets). I do wish they had done something more interesting with the spell books though (same a wizard).
Prestige Classes
Rather than going through each of the classes, let me instead touch on a few highlights. First of all, most, if not all, of the prestige classes really aren’t very useful to a Warlock, with is pretty disappointing. Because he uses spell-like abilities rather than spells, many of the prestige classes are either out of his reach or fairly useless. Further, as his invocations are a smaller portion of his power than a wizard’s sorcerer’s spells, the prestige classes are usually a net loss for a Warlock. I’m sure new supplements will add things, but you’d think there would be at least one pure-Warlock prestige class. The book lists a few possibilities for Warlocks to take:
- Blood magus. Depending on how you treat the interaction of “Scarification” and “Blood Draught” from the Blood magus with “Imbue Item” from the Warlock, this might be a huge class for the Warlock. With a lot of preparation, a 12 Warlock/4 Blood mage might be able to literally cast any spell in the game. Not bad for a non-caster! (though he could do this with the scribe scroll feat also) But if the Warlock isn’t at least 12th level, Blood magus is almost useless for the Warlock as written. Blood component, Scarification, Blood Draught and Blood Seeking Spell are all useless. Awaken Blood is probably less useful than Eldritch blast.
- Enlightened Fist. Arcane fist, arcane rejuvenation, and Hold Ray are all useless. Hold ray probably should be useable as a replacement for a lesser invocation (Hideous blow), but as written the Warlock just gets no use from it.
- A Green Star Adept, Acolyte of the skin, and Mindbender are all reasonable prestige classes for the Warlock. But because his Invocations are a smaller portion of his power than spells are for most arcane casters, a warlock gets less out of this than a sorcerer, wizard or warmage.
Okay, off the Warlock kick. In general, I think the prestige classes are much more balanced than they were in Tome and Blood. Many may even be too weak. The new Fatespinner is fairly useless (though the old was horribly overpowered!), and the only really interesting ability of the Geometer is cheaper spell books. Of course the wizard who has changed to Geometer has really only given up one feat (Wizard bonus feat) and a much of skill points in things he might not have taken otherwise (Decipher script, disable device and search.) Still, not very prestige-ish. Some other “nerfing” examples (picking on the first two in alphabetic order):
- Acolyte of the Skin improves to a medium BAB, fire and cold resistance drop to 10, the fiend that can be summoned is different and the damage reduction is changed to 10/good. Also the “Fiendish Knowledge” is removed entirely.
- The Alienist “summon alien” ability has been significantly changed. Mainly the pseudo-natural template can only be applied in place of a celestial or fiendish template. You can’t summon anything that didn’t start with the celestial or fiendish template. Mad Certainty and Insane Certainty have less interesting disadvantages, but other than that the class is unchanged.
I don’t think either of these is unreasonable, but it does reflect the general weakening of the prestige classes.
On the high-power side, my feeling is that the Initiate of the Sevenfold Veil is quite powerful. Full casting and the ability to throw up parts of a prismatic wall are granted. At the last level (7th) the Kaleidoscopic Doom ability is even nastier than its name might imply.
Feats and items
Some of the new “feats” are very important indeed. Practiced Spellcaster (+4 to caster level, max of actual hit dice), makes multi-class spell casters, and casters with a level adjustment, somewhat viable. In combinations with prestige classes like Arcane trickster, certain multi-class combinations become even more viable. Other feats, like Draconic Claw (get free “claw” attack when casting a spell) seem too powerful and too weird to be a feat. Finally, the “mage slayer” feats are overpowering. For 3 feats you get:
- +1 on Will saves
- Spell casters may not cast defensively when you threaten them
- You ignore miss chances that come from spells and spell-like abilities including mirror image.
- You can take a standard action and make a melee attack that ignores AC bonuses from spells, wands, scrolls and potions. If you hit you automatically dispel all spells and spell effects that grant a bonus to AC.
- You are at –12 caster level for all your spells and spell-like abilities.
Every pure barbarian and fighter should take these. Just the dispel thing is huge.
On the whole the feats are reasonable and well balanced. Some of them are quite interesting and really will make different spell casters, well, different.
On the magic items side, I always feel these books are messed up. Three way-too-powerful items:
- A ring of “Spell-Battle” lets its wearer change the target of any spell within 60’ once a day. No save, no roll (other than a Spellcraft roll to identify the spell at DC 15+spell level). I mean you could redirect a heal spell or a timestop or whatever. It is almost 68,000 GP, but still, I can’t see any 20th level caster not having one of these.
- The magebane weapon bonus is basically like a bane weapon but it works against any “creature with arcane spells currently prepared or spell slots available to cast arcane spells without preparation, or against creatures with the ability to use arcane spell-like abilities”. As far as I can tell, that is just about everything a high-ish level character is likely to fight. A poster on EN world suggested that the quote be changed to end in “… which are gained from class levels”. A fine suggestion.
- The greater Chasuble of Fell Power grants a Warlock +2d6 on all eldritch blasts for 18,000 GP. I can’t imagine how every Warlock in the world wouldn’t want one at that price. I’m willing to be wrong about this one, but I think it would be better priced at around 45,000.
Finally...
Although I spent most of this review complaining about things, I really do like the book. The three new standard classes are very interesting. Most of the prestige classes are well balanced and many of them create a very different experience than a standard spell caster. Most of the feats are very reasonable, a DM just has to be careful with what he or she allows. It is the best 3.5 splat book I’ve read so far.